Gadget build

Beside the three Gadget's what other cards should go into this deck was thinking of making it more a fusion style instead of a synchro since I've seen they tune well with genex types. But any pointers would be nice so Thanks your pal SHambles

There are Oppression Gadgets (which is basically negates Special summons at all cost).

Gadgets 2006 (focus on Power advantages and lots of traps)

Cyber Dragon Gadget (with fusions and Chimerach)

Machina Gadgets (with Machina Gearframe and other high powered machines)

Tengu gadgets (which is the abuse of using tengu)

TG gadgets (with tech genius)

The key to a successful gadget deck is the minimum of 15 monster cards and the maximum of 17 monster cards. and all gadget decks except gadget 2006 must have only 2x copies of each gadgets. Your traps varies on how you built your deck, and so are your spells.

Last edited by dayvividnerdvillage on Sun Oct 02, 2011 1:53 pm; edited 1 time in total

Yea I put in end dragon and double cyber but only put in too poly cards since most of my fusions come off of the y,x and z cards but was just missing around with it as for fun sakes and just trying out new things so thanks for the info.

Yea I put in end dragon and double cyber but only put in too poly cards since most of my fusions come off of the y,x and z cards but was just missing around with it as for fun sakes and just trying out new things so thanks for the info.

Just polymaterization since I don't really need to use like overload or insta fusion or like any of those other newer fusions card. So just keeping it simple, and this neck is just for fun and to test out stuff but If I was to go more iunto fusions I am thinking about building me an E-hero deck

Just polymaterization since I don't really need to use like overload or insta fusion or like any of those other newer fusions card. So just keeping it simple, and this neck is just for fun and to test out stuff but If I was to go more iunto fusions I am thinking about building me an E-hero deck

Yea but I have a hard time keeping it out for the two turns or as soon as it comes it just gets removed vile bottomless trap or judgement's or warning so it hard to read when to take the chance to attempt it.

Any one who depends on a single cards to build a deck already lost before the duel even began. Each and every cards must value the same weight on a drawn hand. That's why Synchro summoned was created because in the past you would have soo many great decks but lots of dead draws. Then they created XYZ because sometimes the field may be left lifeless of move.

2004 to 2008.

Special summon ATK.

2008 to 2011.

Synchro summon ATK, destroy ends.

2011 +

XYZ Summon, ATK, Opponent's turn activate. Or Summon and destroy.

The game you knew has changed drastically, and you got to adapt to the changes.

Decks like E-Heroes doesn't have much values anymore, if they cant Synchro. Fusion wastes hands, unless you can somehow get the materials back.

Think of it this way, if you depend on one monster, have many ways to bring it out with at least 15% of your deck's strategy. Not until you can do that, you will never win a single duel because everyone can stop a Special summon monster from every single deck, and no matter how great that monster is, it won't last a turn so you might as well make a use out of it the turn you summoned it.

Any one who depends on a single cards to build a deck already lost before the duel even began. Each and every cards must value the same weight on a drawn hand. That's why Synchro summoned was created because in the past you would have soo many great decks but lots of dead draws. Then they created XYZ because sometimes the field may be left lifeless of move.

2004 to 2008.

Special summon ATK.

2008 to 2011.

Synchro summon ATK, destroy ends.

2011 +

XYZ Summon, ATK, Opponent's turn activate. Or Summon and destroy.

The game you knew has changed drastically, and you got to adapt to the changes.

Decks like E-Heroes doesn't have much values anymore, if they cant Synchro. Fusion wastes hands, unless you can somehow get the materials back.

Think of it this way, if you depend on one monster, have many ways to bring it out with at least 15% of your deck's strategy. Not until you can do that, you will never win a single duel because everyone can stop a Special summon monster from every single deck, and no matter how great that monster is, it won't last a turn so you might as well make a use out of it the turn you summoned it.

How can that be? My Hero deck is still good and one of the best decks there.

Deck One has possibly to both Synchro summon and Fusion summon. Deck two only fuse, and wastes hands. Even though deck 2 has a High Ratio of OTK, most likely if the player drew 2 or more Recless Greed and the opponent goes on so so on monsters and no Heavy traps like Torrential, Warnings, Mirror Force etc.

Deck one also has back up fusion because the whole strategy is focused on Fusion Gate with Stratos and any Random Lights to get Elemental Hero The Shining. Then if it's destroyed you get 1-Up getting an extra card and you may draw a different card other than monster the next turn, while deck two only focuses on ATK, special summoned. If a card is used as Materials in deck 2 they are gone, and the player has to either wait for Miracle Fusion, and sometimes it's dead draw when Drawing Parallel World Fusion because they have to remove things from play first. And wait before activating it because obviously activating Miracle fusion count as a Special Summon.

So likely deck 2 will take 3 or more turns before playing any heavy cards and when facing aggressive players, they start ATK you with Tengu, even XYZ and Synchro summon Steel Roach to prevent you special summoned.

This is what I meant of a E-Hero deck not having values anymore. Both decks are equally build and deck 2 has a nice balance hero fusion with Sparkman and Wildheart theme, but facing people that knows how to duel, they will all run top decks. Lightsworn, Fairy Hyperion, Synchro Monster, X-Sabers, Gadgets (this deck get better now XYZ is available), ETC. You wont stand a chance because the strategy you used to use died ages ago. You may win on very bad hand circumstances, but I guaranteed you, you will be staring at your cards while your opponent make his moves.

Last edited by dayvividnerdvillage on Mon Oct 10, 2011 12:08 am; edited 2 times in total

Yea but I have a hard time keeping it out for the two turns or as soon as it comes it just gets removed vile bottomless trap or judgement's or warning so it hard to read when to take the chance to attempt it.

I used to run Oppression Gadgets back then, it was pretty awesome. People complained to me because I used too many traps... =( The great thing bout gadgets is that they avoid Bottomlesses, and idk how they fare today. :/

It was either that, or I run Anti-Meta that uses Wanghu. So long I didn't played...

That is true and there are not of uses they have it just depends on the play style of the user using them. So I feel that there are so many different uses for them that it is just on how do you feel about them.